Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - GrumpyLion89

#1
Quote from: Orion on February 01, 2015, 02:55:14 PM
It's a sneak peek for the next version ;)

Interesting! I have given it some thought. I have know knowledge of modding so I hope I am not going to say stupid things here but maybe this are some ideas you can think about:

- I think the shortcircuit mechanic is a good trade-of to the free "man"power in your base, however I think their should be a way to get around that - And that get around should be very expensive

- What about some kind of upgrade system? The first tier can have a lithium battery, if it runs out, it needs to be replaced. Second tier, a solar panel, It needs to be outside during daylight to charge. third tier, a dynamo system, it recharges itself during its jobs.
This can expand in other area's as well, titanium cores for durability, conducted wiring against short-circuiting and so on.

I hope this input is somewhat valuable, I am curious where you are going to take this mod :)
#2
Quote from: Orion on February 01, 2015, 05:07:46 AM
New hotfix! Sorry for having so many issues in the mod - I don't have a lot of time for testing super thoroughly, so thanks to everyone who reports in issues!

Quote from: bullet on February 01, 2015, 04:25:33 AM
unfinished AIChip sometimes appear in the drop pods  and causes some errors and glitches interface
Should be fixed now.

Quote from: GrumpyLion89 on January 31, 2015, 04:36:18 PM
[..] now I can't craft the chips and install them in the bots any more [..]
[..] if a bot gets killed colonist get a -15 mood penalty from unburied colonist. [..]
Both fixed.

No problem at all. it is a very unique mod, so it is no shame that is has some issues with a new release.
And you fix them almost as soon as we notice them :) So, kuddo's ;)
#3
Quote from: Orion on February 01, 2015, 04:03:29 AM
Hm, I had that too at some point. Reconstructing indeed helped.

I'll look into the mood penalty. Doesn't seem fair, indeed. Let's call it a bug / oversight.

If the bot get fixed the mood penalty is gone. So it's not that big of a deal. Only it's not something one expects to happen :p Thanks
#4
Thanks! But now I can't craft the chips and install them in the bots any more. I made sure I had plasteel. Changed storage, re-constructed the table. Also, if a bot gets killed colonist get a -15 mood penalty from unburied colonist. Bug or just start a new game?
#5
Outdated / Re: [MOD](Alpha 8) More Mechanoids (v1.02)
January 31, 2015, 08:33:22 AM
Maybe there it is a possibility to let them require maintenance? And give them a option to be repaired? Now you need to shut them down when they are to damaged to do their jobs. Anyway, the mod is already very awesome. So I'm not complaining or anything.
#6
Outdated / Re: [MOD](Alpha 8) More Mechanoids (v1.02)
January 31, 2015, 06:19:23 AM
What a awesome mod! I have seen many "droid" type mods but this one is my absolute favourite! Please expand this mod!
I have a few question though. The bench keeps copying jobs in the selection menu so now I have 6 crafting chips, 6 making hauler bots etc..
And what is the deal with short-circuiting bots? Is it because there wet or is it just random? And how random is that. Has is something to do with crafting level?